Richard Tyrer · Product Owner of the Vehicle Experience TeamYeah, so we're basically getting there, we tune it, we'll push it to its limits and bring it back and get ships working, and then we'll provide feedback to David, then we'll sit together and work on some solutions for the problems we've found with the feature maybe, and then we'll just carry on to improve it. And then it's kind of our job to really finish off the fine-tuning of all the ships and provide the unique character that we're going for in these ships, because we've got small ships and then we've got massive ships and they've all got a behavior in atmosphere. So it's about providing that kind of unique performance that these will have. And so I am excited to get that into players' hands and see if they enjoy it and see if they enjoy the differences as well.
David Colson · Gameplay Programmer, Product Owner of the Vehicle Feature TeamThe big advantage we have with the vehicle experience team is that Rich and his guys have this really holistic vision over the design and feel and gameplay of vehicles. Whereas vehicle feature programmers and designers tend to be narrowly focused on doing their thing. What'll happen is we'll work on aerodynamics or whatever, but then Rich and his guys will have this perspective of how that fits in with this other thing and this other thing. It's their responsibility to make sure that the holistic experience is tip top.
John Crewe · Vehicle DirectorBefore the event happened, the two teams were literally sat next to each other in the office, so it's very collaborative. It's not like one team does something, sends it off to another floor in the building, they play with it, send it back. Everyone's all just sat together collaborating on it. Normally.
Richard Tyrer · Product Owner of the Vehicle Experience TeamNormally. We're basically just on Teams at the moment having lots of calls all the time, which is very different. But it's working pretty well for us.